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Hbms Nuclear Tech Modernized — Configuration

Every setting in the mod config file, with what it changes.

OptionWhat it does
aSchrabRadiusAnti-schrabidium radiusRadius of dropped anti-schrabidium.
dropCellAntimatter explosion on cell dropTriggers an antimatter explosion when an antimatter cell/pellet is dropped (WeaponConfig.dropCell).
applyApply
blastSpeedBlast speedBase speed of MK3/Tom detonations (blocks/tick).
radBlindnessBlindness thresholdThreshold for blindness effect
radChunkDecayChunk radiation decay rateHow fast chunk radiation decays
radRandomizationFactorChunk radiation randomization factorRandomization factor for chunk radiation
radChunkSpreadFactorChunk radiation spread factorHow much radiation spreads to neighboring chunks
clientClientClient-side settings, stored locally in client.json
radConfusionConfusion threshold, WIPThreshold for confusion effect (WIP)
craterBiomeRadCrater biome RAD/sRAD/s applied to the player inside the crater biome.
craterBiomeWaterMultCrater biome water multiplierMultiplier applied to crater biome RAD/s when the player is in water or rain.
debugRenderDistanceDebug render distance (chunks)Debug render distance (in chunks)
debugRenderTextSizeDebug render text sizeDebug render text size
drainChanceDeposit drain chanceChance (0–1) that an operation drains the deposit.
destructionRangeDestruction rangeExplosion radius when a fracking tower is destroyed.
modelUpdateDistanceDistance for .obj model animated parts renderingDistance for .obj model animated parts rendering (in chunks)
modelStaticRenderDistanceDistance for .obj model static parts renderingDistance for .obj model static parts rendering (in chunks)
dropSingularityDrop singularity on item despawnSpawns a singularity/black hole when a singularity item is dropped (WeaponConfig.dropSing).
enableChunkLoadingEnable chunk loadingAllows procedural explosions to keep the central chunk loaded and generate new chunks.
enableChunkRadsEnable chunk radiationIf disabled, chunk radiation is always 0
enableCraterBiomesEnable crater biomesConverts the crater left by nuclear explosions into radioactive crater biomes.
enableDebugLoggingEnable debug loggingIf disabled, deep logging of game events will be active. Do not enable unless you experience problems
enableOcclusionCullingEnable model occlusion cullingEnable model occlusion culling (disable if your models are not rendering correctly)
enableObstructionHighlightEnable Obstruction HighlightIf enabled, blocks obstructing multiblock placement will be highlighted with a red box.
enableRadiationEnable radiationIf disabled, all radiation is turned off (chunks, items)
enableDebugRenderEnable radiation debug renderWhether radiation debug render is enabled (F3)
enableRadiationPixelEffectEnable Radiation Screen Pixel EffectShows random, flickering pixels on the screen when the player is exposed to incoming radiation.
explosionAlgorithmExplosion algorithm0 = Legacy, 1 = Threaded DDA, 2 = Threaded DDA with damage accumulation.
limitExplosionLifespanExplosion lifespan limitHow long an explosion can stay unloaded before it dies (seconds). 0 = unlimited.
fleijaRadiusF.L.E.I.J.A. radiusRadius of F.L.E.I.J.A.
falloutDelayFallout delayTicks to wait between each fallout chunk computation.
falloutRangePercentFallout range (%)Radius of the fallout area as a percentage of the base blast radius.
manRadiusFat Man radiusRadius of Fat Man.
fatmanRadiusFatman launcher radiusRadius of the Fatman Launcher.
fogChFog chance (1 in fogCh), WIPChance for fog to appear (WIP)
fogRadFog radiation thresholdChunk radiation for fog to appear (WIP)
frackingTowerFracking Tower
FULL_SHADERFull shader
gadgetRadiusGadget radiusRadius of the Gadget.
generateChunksGenerate chunksWhen enabled, the radar forces loading/generation of the chunks it scans.
gpuBoneSkinningGPU bone skinningCompute base×part matrices on the GPU for the advanced assembler instanced path (vanilla only; Iris/Oculus use a separate path).
radiationPixelEffectGreenChanceGreen Pixel ChanceThe probability (from 0.0 to 1.0) that a newly appeared pixel will be green instead of white. E.g., 0.1 = 10% chance.
obstructionHighlightDurationHighlight Duration (sec)The duration in seconds for how long the obstruction highlight will be visible.
infoToastOffsetXInfo tooltip: left offsetDistance from the left edge of the screen.
infoToastOffsetYInfo tooltip: top offsetDistance from the top edge of the screen.
craterBiomeInnerRadInner crater biome RAD/sRAD/s applied to the player inside the inner_crater biome.
instanceVboOrphanBeforeUploadInstance VBO orphaningOrphan the instance VBO (glBufferData NULL) before upload to avoid driver sync stalls. Disable only if it causes issues.
useInstancedStaticRenderingInstanced batching for obj model partsUse batch rendering for obj parts. This greatly improves rendering performance in shaderless mode. If you experience issues, disable it
mikeRadiusIvy Mike radiusRadius of Ivy Mike.
enableMOTDJoin MOTD and update noticeWelcome message on world join and a notice when a newer release is on Modrinth
boyRadiusLittle Boy radiusRadius of Little Boy.
maxRadMax chunk radiationMaximum chunk radiation
gasPerBedrockDepositMaxMax gas per bedrock depositMaximum gas (mB) yielded per bedrock deposit.
gasPerDepositMaxMax gas per depositMaximum gas (mB) yielded per normal deposit.
maxInstancedInstancesPerPartMax instances per partMaximum instances per OBJ part for instanced static rendering. Large machine fields need 4096+.
radiationPixelEffectMaxDotsMax Pixel CountThe maximum number of pixels that can be on the screen at once when the effect is at its peak intensity. Affects performance on weak systems.
radiationPixelMaxLifetimeMax Pixel LifetimeThe maximum time (in ticks) a single pixel will stay on the screen. A random value between min and max lifetime is chosen for each pixel.
maxPlayerRadMax player radiation levelMaximum radiation the player can accumulate
maxPowerMax powerMaximum energy the fracking tower can store.
mdiDebugLogDispatchMDI debug log dispatchLog one INFO line per MDI dispatch (sub-draw count, instances, atlas).
mdiVerboseSubdrawsMDI verbose subdrawsLog one INFO line per MDI command (part tag, baseInstance, etc.).
minRadDecayAmountMin decay per tickMinimum decay per tick in chunk
gasPerBedrockDepositMinMin gas per bedrock depositMinimum gas (mB) yielded per bedrock deposit.
gasPerDepositMinMin gas per depositMinimum gas (mB) yielded per normal deposit.
radiationPixelMinLifetimeMin Pixel LifetimeThe minimum time (in ticks) a single pixel will stay on the screen. 20 ticks = 1 second.
mirvRadiusMIRV radiusRadius of a MIRV.
missileTrackIntervalMissile track intervalHow often (in ticks) missile positions are synced to clients.
missileTrackMaxRangeBlocksMissile track max range (blocks)Maximum distance (in blocks) at which missiles are network-tracked. 0 = unlimited.
mk5TickTimeMsMK5 tick time (ms)Minimum milliseconds per tick allocated for MK5 chunk processing.
useMultiDrawIndirectMulti-draw indirect (MDI)One glMultiDrawElementsIndirect per frame instead of many instanced draws (no shader pack). Helps with large fields of identical machines. Does not apply with sliced light or GPU bone skinning.
obstructionHighlightMultiblock Obstruction Highlight
n2RadiusN2 mine radiusRadius of the N2 mine.
radSicknessNausea thresholdThreshold for nausea effect
missileRadiusNuclear missile radiusRadius of the nuclear missile.
nukaRadiusNuka grenade radiusRadius of the nuka grenade.
obstructionHighlightAlphaObstruction Highlight OpacitySets the opacity of the highlight box's fill. 0% = Invisible, 100% = Solid.
oilPerBedrockDepositOil per bedrock depositOil (mB) yielded per bedrock deposit.
oilPerDepositOil per depositOil (mB) yielded per normal deposit.
delayOperation delayTicks between each fracking operation.
craterBiomeOuterRadOuter crater biome RAD/sRAD/s applied to the player inside the outer_crater biome.
radiationPixelMaxIntensityRadPixel Effect Max IntensityThe level of incoming radiation (RAD/s) at which the pixel effect reaches its maximum strength (maximum number of pixels).
radiationPixelEffectThresholdPixel Effect ThresholdThe minimum incoming radiation (RAD/s) required for the visual interference effect to appear.
radDecayPlayer radiation decay rateHow fast player radiation decays per tick
consumptionPower consumptionEnergy consumed per operation.
prototypeRadiusPrototype radiusRadius of the Prototype.
machineRadarRadar
radDamageRadiation damageDamage per tick when above threshold (Will be reworked)
radDamageThresholdRadiation damage thresholdPlayer starts taking damage above this value
radiationPixelEffectRadiation Screen Pixel Effect
radSpreadThresholdRadiation spread thresholdBelow this, radiation doesn't spread
enableRadFogEffectRadioactive Chunk FogFog particles when chunk radiation ≥100 RAD (1 in 20 ticks), matching 1.7.10 fogRad/fogCh. Threshold and rate are fixed in code.
resetReset
allReset All
messageReset all values of the current side to their defaults? Changes apply after saving.
saveSave
serverServerServer-side settings. Editable in singleplayer or as operator.
debugRenderInSurvivalShow debug render in survival modeShow debug renderer in survival mode
useSlicedLightSliced light (2×4×2 probes)16 light probes instead of 8 corners — better on tall towers. Incompatible with MDI: parts fall back to separate instanced draws. Reload resources (F3+T) after changing.
soliniumRadiusSolinium radiusRadius of the blue rinse (Solinium).
solutionRequiredSolution requiredFracking solution (mB) consumed per operation.
messageSome changes require a game restart or resource reload (F3+T) to take effect. Apply anyway?
radSourceInfluenceFactorSource influence factorInfluence of radioactive blocks in chunk
ORIGINAL_FALLBACKSpectral fallback
taintTrailsTaint TrailsWhen infected, the player leaves behind taint traces.
thermalRenderModeThermal Vision Render ModeChoose how thermal vision is rendered.
enableMissileNetworkTrackTrack missiles over network
tsarRadiusTsar Bomba radiusRadius of the Tsar Bomba.
usePrismSystemUse PRISM system (otherwise Simple), WIPUse PRISM system for chunk radiation (WIP)
vatsRenderDistanceChunksVATS render distance (chunks)Max distance for mob health highlighting. Higher values increase range but reduce performance.
radWaterWater negative effect threshold, WIPThreshold for water negative effect (WIP)
worldRadEffectsWorld Radiation Effects1.7.10 parity (RadiationConfig.worldRadEffects): grass/leaves mutation at ≥10 RAD/chunk, 5 chunks/tick, 10 passes. Thresholds are fixed in code.